Curious what kind of games appeal to the HN mindset
Curious what kind of games appeal to the HN mindset
Excitement = fun
One memorable board gaming experience I had was playing Splendor (I believe) with my cousin, and it ended up being almost completely silent, just passing tokens around and the occasional "oh..." when another player did something undesirable.
Pit is also popular in my family when there's a gathering of us, with rounds often lasting only a minute or so, and getting quite frantic, and it is a very simple game
We call Pit "The Yelling Game". For being over 100 years old, it's elegant, clever, and fun.
If you're looking specifically for games in that style, Twilight Struggle has been studied extensively and there's significant competitive play and a well-developed theory. 7 Wonders Duel and Dominion also have significant depth.
Dominion requires to monitor cards that while helpful initially,can burden your hand in the end.
- Games by the publisher Splotter Spellen (i.e. Indonesia, Food Chain Magnate, etc.). Interactive games, usually with an economic bent. Turn order manipulation is a large part of these games. Splotter games often feel like they are designed in a lineage similar to Uwe Rosenberg games, where you can see threads of design traits shared between games.
- Carl Chudyk designed games (Innovation, Glory To Rome, etc.). Games that feel random and broken but have lots of tactical play embedded in them. Tempo is challenging to figure out in these games (IMO), and sometimes there is a non-linear progression aspect to them.
- Older euros, predating the trend toward solitary play: El Grande, Tigris and Euphrates, Bridges of Shangri-La, Medina, etc. No single connective feature, but these are games that are more on the combinatorial and strategic side but predate the development of the "personal player board" as the primary place the game is played.
- Pax Games: Pax Pamir, Pax Porfiriana, etc. History-based card tableau games that all feature a conveyer-belt market mechanism (where you buy cards from a market and cards get progressively discounted the longer they're visible and give you turn lookahead). Semi-economic, but more about the interaction of card abilities (and sometimes map play). Very fun weird games, just ignore the footnotes in games designed by Phil Eklund (I also don't love the futurist optimism in Matt Eklund's Pax Transhumanity, but that's me).
- Some abstracts (such a time investment to get deep into these, but they're obviously fantastic games): The Gipf Series, TwiXt, Hive, Paco Ŝako. I'm not yet sure what type of abstract games I most enjoy, still figuring that out.
I tend to like strategic, competitive games with higher interactivity, but with lower amounts of "take that"-type interactivity.
And Netrunner of course!
I salute you. Incredible implementation. My group has spent so many hours on there.
You can also play it on Steam if you can't find a crop of folks to sit down for three hours with you (though you can run through a full game against the computer in 35 minutes).
For much more depth I recommend Dominant Species by GMT.